how do i deal with nexus qultlyug (or whatever they are called) when they keep sending me away? how does this thing work, exactly? is there a saving throw, is it on a percentage, is there any resistance to this? do amulets of inertia prevent the teleport?
"something commands you to go away"
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My preferred methods:
1. catch them round a corner with a ball-effect spell; or
2. get the drop on them and command them to go away with TO.
For #2 you need to be quicker than them, or lucky.Playing roguelikes on and off since 1984.
rogue, hack, moria, nethack, angband & zangband. -
I've always thought that rNexus really ought to provide some resistance to this, perhaps a saving throw or flat 50% chance to resist or something
On the flipside, any monster with rNexus should also get the same from TO"This has not been a recording"Comment
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If rNexus at least reduced the chance of an effective attack by them to a manageable level then it would add an extra tactical dimension and even allow other monsters with the same attack to be more common
I also like the idea of having monsters with rNexus being resistant to TO; again a topic that has been discussed many times is how to reduce the effectiveness of TO without making it effectively useless.
It seems to be that here's a nice fit of Nexus = Teleport which can solve two problems in one go in an obvious way that ties in really well with the existing mechanics"This has not been a recording"Comment
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I'm ok mobs being able to resist TO, and would be happy if rNexus helped against teleports (a nexus hound made me leave a 8-8 yesterday...) just as long as @ and mobs dont follow the same rules .. we can't breathe fire for 1600, we should get some bonuses on the TO. I propose a level-based save for players with rNexus."i can take this dracolich"Comment
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They used to, which a) made such resists overly useful, and b) was misleading/confusing for people that didn't know about the implicit benefits the resists had. But awhile back those got split out, so now we have pStun and pConf (I don't recall if we have a pCut though). Likewise with teleportation: if players want a way to resist being teleported by other monsters, then the mechanism of that should be a "pTele" flag or something, an additional flag that you might rarely find on some items. And we could make an amulet or ring that has that as an ability. It's not a very good ability, though, so I'm hard-pressed to think of a situation where I'd use one, aside from "there's a Nexus Quylthulg in an annoying position on this level and the level also happened to generate the pTele item I can wear as a swap for the few turns it takes to kill the quylthulg."
Really, if you want a way to deal with Nexus Quylthulgs, just have a reasonably strong ranged attack and be fast. They don't have much HP, and they don't always cast spells -- and sometimes they teleport themselves instead of the player. There's no pressing need to give the player even more tools to deal with problems just because you sometimes get inconvenienced in your dungeon explorations.Comment
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I just had an interesting situation where the Witch-King kept teleporting me to a Hand Druj who then kept teleporting me back to the Witch-King. They both had a good 2 or 3 goes each before I managed to teleport the Druj away.Comment
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I am reminded: you know how Thorin gives rSound/rChaos? In the old days, that meant that any character that wielded Thorin got, in addition to +4 STR/CON, immunity to being stunned or confused in addition to the elemental resists. And in fact rChaos automatically provided resistance to the confusion element, which was breathed by bronze dragons and a few other creatures. Now that was a ridiculously good artifact!Comment
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